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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Siege Fatigue ( Realism In AoC Sieges?)
So in this discussion, I want to talk about sieges, the cost of sieges and how I would like to see seasons affect the ways to siege. For years I've been wanting an MMO that had realism and meaning to siege or just to pvp in general which all have failed, examples being ESO and GW2 when you lost a keep you never cared what you lost. If you are like me you've wanted the same exact thing to experience heavy clashes with the enemy or to apply real tactics rather than just zerg till you die. I love that in AoC sieges will take time resources knowledge and Alliances. When I think about sieges in AoC it ignites that flame I use to have, seeing walls break apart arrows and magic spells flying at you seeing the enemy flee into their keep UGH!!! THE RUSH!! One thing that has sparked my interest is what I like to call siege fatigue, the possibility of running out of supplies either due to lack of knowledge or maybe your supplies got burnt by a stealthy rogue or who knows maybe you have a Jabba the Hutt in your Guild eating all of the rations lol. Another thing I would like to see is seasons affecting the siege itself. If you raid in winter your troops may suffer a stamina but the defenders will lose supply faster due to the siege and the harsh winter may harm supply routes.So both sides suffer positives and negatives.
Sorry if my punctuation and sentence structure triggers you I know I'm not the greatest at this but hopefully some good discussions can happen =]
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There is only so much realism I like in my fantasy games. I prefer more realism in survival games, but Ashes is not a Survival Sim.
I played a lot of RvRvR in DAoC back in 2001. I mained a rouge-like class that could climb walls and cause damage from behind enemy lines. Good stealth mechanics were crucial, and weather would seriously impact this dynamic gameplay.
I could see a siege going either way honestly, and to have the weather impact it could be incredibly interesting. Although, if you are cut off from your trade routes, a well stocked and managed city could still hold out for sometime against would-be attackers. I just hope that the siege mechanic have depth.
As a caveat, I have admittently stopped following this project since the kickstarter, not out of a lack of interest, but due to school and other responsibilities. As it is, I am likely one of the more uninformed backers and do not have a great deal of knowledge in regards to siege mechanics in their current state.
TL;DR: Do research before just wishlisting, saves time and energy for everyone involved to not have to debunk bs.
Think about the prestige housing someone had in that metro. That person dug his heels in from stage 1 and up to get that mansion.
Now the node has been wiped clean and those citizens have to find another place to settle.
Who is to say if that mansion owner could get in early again to claim his corner of the city he had before. Just one way I see it.
Random "zerging" will prevent objectives from being done efficiently and will allow the citizens, who likely prepared for said siege, to defend way more efficiently.
"Wow, that was easy. Did these guys even try to communicate?" -Node Defender #3
But I really am seeing a similar system to how Archeage did castle sieges, where it's on a weekly schedule, with a predetermined time where the actual fighting happens.
I also suspect resources will play a roll too, maybe in NPC soldiers or respawns for each team. Maybe the attackers need to being and set up siege equipment but the ammo they have is based in how good their supply line is.
I'm also fantasizing about "siege breaking" mechanics where the defenders need supplies smuggled in from the outside unless they stockpiled enough before hand.
think each node type will also determine how to siege especially the metropolises.
Also I approve of the braveheart emote lol but if they did that I would like a bush slider haha
Also, I think the 2 hour window is to prevent zergs and make the attackers come together. Making the window longer just draws out an intense encounter. Honestly, how long do you think a siege should last?
Guild wars will also have "Win Conditions" if I remember correctly, so it's not like two guilds are going to be able to maintain a constant war against each other either.
Edit: Went back and found this. How housing is affected due to siege loss or win. Timestamp at 40:00. 5 minutes or so of clarification.
https://www.youtube.com/watch?v=cb9g7nS_1Ok
I don't think it will take guilds, just citizens with a common goal. I could be wrong.
In order to throw your hat in the ring and try to become mayor of a node, you have to be a citizen. You have to be a citizen for your vote to count. So while a guild could possibly force all of its members to concentrate in a single node as citizens and influence politics that way, (New guild type, instead of PVE/PVP/PVX, you can now have POL as a tag, meaning they are focused on politics,) it would definitely be the putting your eggs all in one basket sort of thing, and pretty easy to flip for anyone who wanted to contest said control by just bringing in their group, establishing citizenship of a higher number or skill level (military node pvp arena) and taking control.
Regarding supplies going in and out, I'm pretty sure each node only has one metropolis/city/town so the resources for the defenders would need to come from a different node no ? the attackers would have an advantage in that they have a secure supply route and could starve the defending side to death. Though I guess the game won't have a food system so no need to worry about it.